Catastrophist

You roll the dice and they come up 1s. You think you have drawn a winning hand only to find that your opponent has bested you yet again. You walk home and get splashed by a passing carriage, then are struck by night soil dumped out through an upper window. And when you get home, you find the place has burned down, your partner has run off with a lover, and your child now belongs to a diabolical cult. What else could go wrong? Anything, because you’ve caught Calamity’s eye.
The goddess of misfortune recruits her followers by subjecting them to increasingly awful events, all seemingly brought about by chance. The worse things get for the mortal, the more desperate they are to shed the doom that finds them. And Calamity is only too happy to welcome another mortal into her cult and make them vectors of bad luck in the world, for in this way she harvests souls for her dread father, Lord Death.

Level 7 Catastrophist

Attributes: Increase three attributes by 1 each.
Health: +12
Languages: Any one
Traditions: Chaos, Spells: One expert
Calamity’s Dread Attention (Magical): You can use an action to call upon your chaotic goddess. Target one enemy within 10 yards. The target makes a luck roll. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target becomes cursed and vulnerable (luck ends both). In addition, an affected target cannot benefit from boons and takes an extra 1d6 damage each time it takes damage. Finally, until the target is no longer cursed, you impose 1 bane on attribute rolls made by enemies within 5 yards of you.

Level 8 Catastrophist

Health: +12, Bonus Damage: +1d6
Spells: One expert
Triggered Disaster: You can use a reaction when an enemy within 5 yards gets a failure on an attribute roll to force that enemy to make a luck roll. On a failure, roll a d6 to see what happens to it:

D6Effect
1One object the target wears or carries that you choose falls to the ground and gets kicked 1d6 yards away from the target.
2The target falls prone and cannot stand up until the end of your next turn.
3The target becomes vulnerable until the end of its next turn.
4The target becomes Agility impaired (luck ends).
5The target becomes weakened (luck ends).
6The target becomes stunned until the end of its next turn.

Level 10 Catastrophist

Health: +12 Bonus Damage: +1d6
Spells: One master
Calamitous Presence (Magical): While you lack the unconscious affliction, you impose 1 bane on luck rolls made by creatures within 5 yards of you and when a creature other than you gets a failure on a luck roll, the creature takes 1d6 damage.
When you make a luck roll, you roll an additional d20 and can use either result. But, if the number on two of these rolls is 13, you take damage equal to your Health and become incapacitated.